Glossary talk:Vertical sync (Vsync)

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Previous page history was archived for backup purposes at Glossary talk:Vertical sync (Vsync)/LQT Archive 1 on 2018-02-15.

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Mirh (talkcontribs)

Please, avoid "adaptive v-sync" name since that's for an openGL extension (aka late vsync) that just conditionally toggle standard normal plain old-fashioned v-sync

- Hacked drivers aside, a freesync or gsync rated monitor.
Because hardware should be already in place in:

  • whatever is gonna use HDMI 2.1 (amd did come earlier maybe though? Hell knows if already with 1.2, or 1.4)
  • some lucky desktop monitors with DP 1.2a may optionally support it (be very careful when using VESA's "Adaptive-Sync" name)
  • but especially on just any laptop/AiO with an eDP internal connector (though best if in version 1.3)

but, you know "they have to ensure optimization", and certifications to be awarded. And Intel has yet to be seen.

- A supported gpu, connected directly to panel (thus don't expect anything from optimus/enduro cards)
(at least Display Controller Engine 8, ie GCN 2nd-gen | "any GeForce GTX 650 Ti BOOST or higher" wtf that technically entails)

- Mad yourself up with software

Exclusive fullscreen windows should be quite on the safely-working side everywhere. But borderless fullscreen starts to get messy then.
And only nvidia for the moment supports bordered windowed, with many caveats.

Reply to "VRR requirements"
Mirh (talkcontribs)

DXTweaker, Ati Tray Tools and 3DAnalyzer may be other utilities worth to mention


Capping by V-sync is devil. But v-sync by capping seems to be golden. And the state of art, at least definitively when it comes to games (DirectX?) with frame queuing.

EDIT: fun fact, some games use adaptive framerate limiters, which could actually quite mislead a light-minded editor's analysis of the potential problems

Reply to "Other tools?"
Mirh (talkcontribs)
Reply to "Nice explanation"
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